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Either stack the heck out of dodge in every way possible, and go assassin and use killing edge, or, Stack fellowship and resolve as much as possible, get the stick of blasting for Sanctic psyker, and nuke the crap out of everything.
A list of what to pick is what I am looking for. I want to enjoy game without diving too deep into ruleset to develop a complex character.
I can't recommend psykers because any good guardsman knows that warp ♥♥♥♥♥♥♥ is the essential ingredient to a cluster ♥♥♥♥.
To preface this, I know Calm and Steady is bugged, so I do not use confident approach to make the battles more challenging (although it is not so op on single target attacks), but once it gets fixed I will use it. Also, this build relies on the Warp Surge Brooch from the faction vendors for maximum ramping up. Main weapon setup is Ancient Force Sword + Hot Shot Lasgun, or melta pistol, having 1 ap pistol atks is important for the 1st turn stacks, that way you can go iron arm > enfeeble > sword > pistol > sword > wildfire attack and end with 6 versatility stacks at the end of turn 1, and that is with 2 psy rating. You don't use AP on psy powers on the 1st turn. Also, light armor, the Dependable AM trait covers the low armor problem. (and also my RT is officer > GS sanctic psyker)
With that out of the way, the build goes like this:
Warrior archetype skills: Sworn Enemy, Enfeeble
Warrior stats: Agi x 2, Tgh x 1, WS x 2
Warrior and common traits: Desolation, It will not die, Blade of light, Psy +1, Stabilizing factor, Edge of dawn, Adrenaline surge
Arch Millitant skills: Wildfire, Confident approach, Warp speed
AM stats: Agi x 2, WS x 2, after that either BS or Str
AM and common traits (up to lvl 31): Always ready, Flashfire, Psalms of heroes, Dependable, Psy + 1, Calm and steady, Critical versatility, Nimble, Accustomed to Glory. At lvl 33 I hesitate between Broad expertise and Dismantle, and will take Psy + 1 at lvl 34.
Heinrix has the unfortunate disadvantage of being a warrior which leaves you with two options: lean into it or pretend it doesn't exist.
If you lean into, you will barely touch your psy powers and likely unequip the staff, use some buff spells and be a high agility frontliner.
This won't deal all that much damage but it will work and make him sort of a tank.
Arch Militant for versatility and more offense, some defense - Vanguard for full on "what even are psykic powers?" tanking.
If you ignore it:
Push sanctic psyker with some biomancy (enfeeble is really all you need) and get the sanctic staff from the priest faction. Boost his resolve generation any way you can and nuke a 3x3 area for 1-500 damage (or more depending on how much time you had to set up)
This is not a "free" application of damage, you actually have to go through the motion, buff and debuff, set things up but the longer the fight goes the stronger he becomes. The sanctic psyker staff can do absurd things.
Early game he will just be a warm body buffing Word of the Emperor and the shield spell, tie up the occasional enemy in melee so cassia isn't getting eaten alive and so on, but around levels 15-25 he should come into his own.
But to me Heinrix is all about maximizing that first strike from a charge attack.
1- equipment, that one is the simplest he's keeping his starting force sword until you loot the better one in the xeno ruins with the laser puzzle. Then that one is the weapon that will carry him through the rest of the game.
Armor wise strap him the thickest medium armor you can and that's it
accessories wise equip him with the gloves/gauntlets that improve strength I've found 2 in he game one gives +10 strength another +5. Give him one of those. The 2nd accessory he needs is the blue crystal amulet you can purchase from the Kasballica that gives + psy rating extra attacks on the first round.
That's it that's all he needs gear wise.
2-Attributes: prioritize strength, then weapon skill, then willpower, then toughness. any left over should go to agility. You want his strength to be at leas 60+ by the time you reach Kiava Gama to be at the spot I felt he was running well.
3-Talents: Grab blade of light which improves the damage and penetration of force swords based on your psy rating,
Grab every talent that improves the charge talent, every one. We want him to be able have as much movement as possible to position him as far as possible from an enemy while still being able to do a charge, it's essential to also take the talent the increases damage based on how far he was when he charged
his psy powers should be iron arm, healing, later regen and warp speed. Enfeeble is entirely optional
That's it
He charges from as far away as possible with his force sword for a big first strike. Then makes as many attacks as possible with that weapon on the first round.
Works pretty well.
Specialization is obviously Arch millitant